The new town centre images are pretty cool! The only problem is the radius around them in which you can deposit resources is so small that the villagers cant walk around in the town centre. This isn't really a major problem at all, but it kinda messes up my start with 6 on sheep, because they can't eat up the sheep inside the town centre.

Also, could you tell me which civilisation can get taverns; the technology supposedly in the town centre(something I saw in the tech tree) ;)

Is there any chance that a small trees edition will come out at some point? Because even though the new tree graphics are awesome, it is irritating not being able to see where I'm putting my lumber camp 50% of the time :P

I'm just amazed that out of nowhere the TOME-Team has managed to get so much awesome new graphics made. Last time I tried to make a new unit for aoc by myself, after about 6 hours work, I still hadn't managed to even make 1/2 of the units animations :P,. Let alone practically 30 new ones!(and many more buildings) And not only that but in addition every single one of the new animations is of amazing quality!

Warg riders would definitely be awesome :) but I'm pretty sure the lord of the rings lore doesn't mention spider riders anywhere. I think that was just created for fun by the makers of battle for middle earth 2(at least as far as I know!)

All the civs are looking quite good right now except Umbar. They have good cuthalion, vangaurds and pikeman, but that's really all they have. Black numenorians are far to slow to be of use, tarkils and gondor port gaurd dont have enough armour, and gondor knights are simply not as good as other teams knights cost wise. The main problem is that to make use of the castles unique unit, they have to research too much technologies that cost waaay to much and take up time. By the time they finally reach the end and get black numenorian, they should suddenly have access to a great unit, but all black numenorians can kill is infantry and are too slow anyway.

Also I'm pretty sure that the taur Maethor and marchwardens have extra attack against siege weapons(I'm only positive about rams) and this is too powerful at the moment becasue the evil orientated teams need something to soak up their arrows to have any chance whatsoever of fighting them.
Some units like mumakil don't benefit from armour upgrades which is reeally important for them. The mumakil archer gets wiped out by everything a the moment becasue archers can destroy it easily and it does no damage, also the melee mumakil probably needs an extra range, the pierce armour it should have, and definitely more attack; its terrible against everything right now :(

The way the wonders in this game were made is great! After a few multiplayers I discovered that its worth it to build one in conquest just to get the 50 extra pop. It also becomes a great idea to get one when fighting balrogs so wizards become available(I thought wizards were a joke at first, until I figured out how hard it is to take out 8 balrogs.)In particular I think the best made units were the swan knights, balrogs and elf lords. The swan knights are incredible units that beat almost everything bar balrogs, the elf lords being tank infantry good against almost everything but built veeery slowly and the balrgos which simply are amazing; ; all of which work great in the age of empires engine but are made excellently according to Lord of the
rings lore also :)

For a cost of 85 gold the aithran unique unit for Lindon doesn't seem great at at all. It has exceedingly similar stats to that of a normal lindon pikeman except it has an extra range(but the normal pikeman has +1 attack);also it has no extra bonus' against cavalry which makes it a pretty useless bonus against everything but orcs.

It doesn't actually seem like a bug though, because the wainriders attack is pretty bad, so it turns it into a tank archer that gets annhilated only by cavalry.Tested it out a few times in multiplayer and it works great!

A few other thins I've noticed:
-Arnor castles have only 1000 hitpoints for some reason(even if you don't take the option that converts them into wooden forts)
-Great spiders have only 8 attack even though it says they have 16
-When I was playing it sure looked like marshals of the field did 20 trample damage :( ;mumakil and cave trolls don't do any trample damage, and the mumakils attack is wayyy to small( 3 uruk hai can beat one at the moment :P)

The idea of a fear attack sounds really awesome :). The problem is, while testing it out the damage the nazgul did kept changing depending on what unit it was fighting(I made sure it fought units that had only second age upgrades researched and had no basic fear resistance) Against a kings men at arm it did 25 like expected, but versus a brigand it did 27, versus a dunadan chieftain 22, versus a black orc 24 and versus a normal pikeman it did 27. I was trying to find a pattern :P but the damage amount started getting kinda random between 22 and 27.

It would be cool also if you guys could add an option for choosing a random good or random evil orientated civilisation(instead of just random civ);because some units have bonus' aganst only evil units so this would make multiplayer games much better :)

At the moment using the rhudaur and dunland units as fodder doesn't really work, just because they cost gold. Some of them even cost as much as 40 gold! In a trash war it would make sense that those units are better than others since you have to purchase the ability to train them, but the fact that they cost gold just makes them fairly useless :P. If you get rid of the gold cost or maybe make them cost some number less than 5 (for gold) each I'm pretty sure it would work well :)

Ok it was the Roquentar I was talking about; the game said it was strong against archers I think, so I tested to see if they could beat the invincible taur Maethar, 40 against 40 and they lost; killing 2 and losing all :(

A few problems:
The majority of civilisation bonus dont take effect or are bugged.
Mumakil are fairly useless
Taur Maethor are practically invincible
The rhuduar and dunlending soldiers along with most orc options are useless; too expensive and lose to everything (maybe I'm missing something)
Arnor rams when making an alliance with rhuduar destroy castle in about 5 hits(I'm not sure if thats intentional, but it really shocked me when my friend wiped my base of 5 castles in 30 seconds :P)
Lots of the time armour research doesn't effect troups e.g for mumakil, orcs..etc(Dunno if thats intentional also :P)
The unique unit of lindon is completely useless at the moment.

This mod is incredible, so don't think I'm complaining please :)
I just can't wait for everything to be fixed :)